Trouble with quest triggers

  • Thread starter Thread starter Cyclical
  • Start date Start date
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Cyclical

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Hi there,

I'm trying to work out the map editor for TFT, and I've figured out pretty much everything but the blasted triggers. I was quite competent with the Starcraft campaign editor, but the only thing that seems comprable between the two is that... well, Blizzard made both of them.

A few basics: The project I'm hoping to make is a remake of Warcraft 2: Tides of Darkness. The Hero is Ogrim Doomhammer (Orc Warchief Magroth). The first level is (should be) simple: Build four Burrows, a Barracks, and an Altar. When that's finished, a new quest is activated to destroy a small encampment of humans. There's an optional quest to rescue some trolls.

What I'm having problems with:

1) I can't, for the life of me, figure out how to set it so that when Player 1 owns 4 Burrows, an Altar, and a Barracks, the quest ends. (In SC, it was easy!) If someone could just tell me what event to use, that'd be a great start!

2) I made the Trolls go back to their camp when you free them; I want the quest to be completed when they arrive there. I've got a region determined, but, again, I can't figure out what events and conditions to use.

3) How do I stop the map from automatically revealing the Humans after a few minutes like it does in a melee game?

4) I want the victory condition to be "Kill the human Captain", not necessarily to wipe them out completely. I can't make any sense of the whole concept of Conditions, though. The ones I seem to need aren't on the list.

A few less important things: I can't figure out how to get the Hero to glow like he ought to, nor how to boost his HP. I'm sure there are simple fixes to both of these, but I've puzzled over them for quite a few hours and can't work them out.

Blizz really ought to provide a better manual than that little blurb that comes on the CD.

Any and all help would be greatly appreciated. I'm not asking anyone to do it for me - only that they show me how to do it for myself!
3
 
If it would help for me to register and post the map as an attachment, I'll do so. Anyone who wants me to, just ask.
 
Oh dear :)

Time and patience... lots :)


1.
Something like:
Code:
Trigger1
    Events
        Unit - A unit owned by Player 1 (Red) Finishes construction
    Conditions
        (Number of units in (Units owned by Player 1 (Red) of type Orc Burrow)) Greater than or equal to 4
        (Number of units in (Units owned by Player 1 (Red) of type Barracks)) Greater than or equal to 1
        (Number of units in (Units owned by Player 1 (Red) of type Altar of Storms)) Greater than or equal to 1
    Actions
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)

What you do in the actions is up to you, of course.


2.
"unit enters region" - event

Code:
Trigger2
    Events
        Unit - A unit enters Region 000 <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to Troll Headhunter
    Actions

With some test to see what type exactly entered the region.
Or, maybe, you want to count them?
Or,...?

3.
Look at the "Trigger Editor".
Every new map comes with a set of "melee" triggers.
Remove them (or only those you don't need)

4.
If he is pre-placed on the map, it's easy:
Code:
Trigger3
    Events
        Unit - <The Captain> <gen> Dies
    Conditions
    Actions


5.
Well, for starters, may I suggest you launch the "Object Editor" and
have a look around the "units" tab?

Look at everything, while you're at it... :)



When you say "Quest", do you actually have one that shows up under "Quests"?
If not, look at the "Quest" actions.


Try everything. Always. Keep the best ;)

Post here. Often.

Register!


Read everything on http://www.world-editor-tutorials.thehelper.net/



HTH
AceHart
 
There's probably alot of ways to do this. . . And I'll take a stab at it, but I'm not sure this will work. (BTW, if someone wants to tell me how to do that cool code thing for the triggers, please do.)

K. This is one way of doing it, with alot of triggers:

First you need to set up your quest log. I'm fairily certain you've got it set up like you want it, but you will need your 4 burrows, a barracks, and an altar quest. If you need help with that, just say so.

We'll need 4 triggers for each burrow with this example, 1 for the altar, 1 for the barracks, 1 to complete the quest, plus any that you have right now for the quest.

You could do this with fewer triggers, using boolean arrays, If/Else actions etc (maybe only one trigger), but this is the way I found easiest to do it.

Now, make this trigger:

Event
-->A Unit enters playable map area.
Conditions
-->(Unit-type of (triggering unit) Equal to Orc Burrow
-->(Number of living Orc Burrow unit owned by Player 1 (Red))Equal to 1.
Actions
-->Game: Display to All Players the text: You now have one Burrow (If you want, of course.)
-->Set "Burrows" = 1 [Make an interger variable with initial value zero, call it burrows or whatever you want. ]
-->Trigger: Run Check Quest Status [I'll explain this trigger when I get to it.


That's a trigger for 1 orc burrow. Do the same thing for two, three, and four just changing little things:

Event
-->A Unit enters playable map area.
Conditions
-->(Unit-type of (triggering unit) Equal to Orc Burrow
-->(Number of living Orc Burrow unit owned by Player 1 (Red))Equal to 2.
Actions
-->Game: Display to All Players the text: You now have two Burrows (If you want, of course.)
-->Set "Burrows" = 2
-->Trigger: Run Check Quest Status


Do a similar set up for the barracks and the altar.

Event
-->A Unit enters playable map area.
Conditions
-->(Unit-type of (triggering unit) Equal to Altar of Storms [Orc Altar]
-->(Number of living Altar of Storms unit owned by Player 1 (Red))Equal to 1.
Actions
-->Game: Display to All Players the text: You now have one Altar (If you want, of course.)
-->Set "Altar" = 1
-->Trigger: Run Check Quest Status


And do similar for the barracks.

Now we do that "Run Check Quest Status" trigger. If you want to name it something else, then go for it.

Events
-->[None]
Conditions
--> Burrows Equal to 4
--> Barracks Equal to 1
--> Altar Equal to 1
Actions
-->Game: Display to All Players the text: You now have all your structures! [if you want].
-->Quest: Display to (All Players) the Quest Update Message: Quest Completed
--> Quest: Flash the Quest Dialog button
--> Quest: Mark [Your Quest Name Here] as Completed.



If that's all you need to do to win, I would have a wait, and then end the scenario in victory for the player.

Also, in retrospect, I think you could propably use Quest Update messages for all those game messages.


If you need any help finding specifically how to get each of those triggers, like the:

"-->(Number of living Orc Burrow unit owned by Player 1 (Red))Equal to 1."

Then I can give you the map where I did these triggers to figure out what the heck I was doing (it's basically a rough skeleton. It doesn't much more then I put here).

And that should work. It might not; I did not test this out.


EDIT: LOL. I started writing this before he finished.

His way > mine. :(
 
Done, done, and done!

Thanks very much, both of you. All advice has been taken (including the registering bit ;) )

The whole thing doesn't work quite smoothly yet, and the quests are... egh. But at least I'm getting closer. Thanks!

I'm sure you can expect to hear from me again soon...
 
20 minutes later...

New problem!

The Troll quest completion thing works... sort of. I'm wanting to put in a small cinematic-type thing, but I'm guessing that's going to make me pull my hair out even more than this already has.

So, very simply...

1) I want the [Kill the Captain] quest to start after the [Establish Base] quest finishes, with a small cinematic sequence between. I'll try and figure out the cinematic bit myself, but what do I use to signify that the "Event" is [Establish Base] Complete?

2) I pored over the Object Editor, and couldn't find a blinkin' thing about Hero Glows. Am I missing it, or is there some trick?

3)How can I make a Hero Skill have a required level? (i.e. Resurrection rlvl. 6, et cetera) And how does one position skills in the left-hand interface box, instead of having them popping up wherever?

Again, sorry about the bother. I am definitely trying to iron it out myself... but you'd never know from the results.
 
Er. I think we completed the quest for [Establish the base} for you. . .

(1)In AceHart's example, instead of declar victory, show some sort of dialog stating that the quest was completed, then have a wait of like, 5 seconds, and then run a new trigger that starts the cinematic.

I'd fade out, and move the units to where you want them to be for the cinematic.

Cinematic work isn't terribly difficult. . .
Some tips for cameras:
--Hold down control + right click, so you can move the camera however you want (that beats the pants off of adjusting the values manually)
--Mouse scroll to zoom.
--Z-off set will set the computer so high off the ground. If you're trying to zoom in on one unit really close, a z-off set would be good so that it is really a zoom and not an aerial shot at close distance.

Everything else is pretty much self explanatory. As AceHart said:
"Time and patience... lots."

When the cinematic is done, do another trigger to run your next quest.

(2) Hero glows? As far as I know, there isn't a way to add hero glows or take them away within the editor---you need some other program.

Though, if you set a hero color to "Neutral" instead of match owning player, then it won't have a hero glow.

Or, if you adjust the values so that, say, if it belongs to player 1 red, and you set it so the unit has no red (255 of the other colors) it won't have a hero glow.

But other than that, I can't help you.

(3)Bust out that object editor.

Go to Abilities
-->Your Race
-->Your Hero
-->Your Ability
-->Stats

It is the second one from the bottom, sandwiched between Stats: Race, and Stats: Targets Allowed.
 
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